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Sony Dev Explains Why PS VR Screen Is Crisper Than The Others

DeepEnigma

Gold Member
Sony Dev Explains Why PS VR Screen Is Crisper Than The Others, Says Project Started In Late 2010

Not every 1080P screen is the same. Ours has three subpixels per pixel, which means true RGB for every pixel; some of the other displays actually don’t have the full RGB for every pixel, so they have less subpixels per pixel.

The frame rate of PS VR is also very high, but probably the biggest effect is the optics. The designers have done a really good job at matching the optics to the field of view to the screen.

Source

Throw away if stale.
 
I'm pretty sure the others also use RGB OLED screens.

Not all are created equal with the same sub pixel performance tech.

There is also this, that the other sets suffer from...

Moreover, he explained why the PS VR OLED 1080P screen looks crisper to those who try it when compared to the Oculus Rift or HTC VIve (which will both have a slightly higher resolution), including the absence of the dreaded screen door effect.
 
Not all are created the same... sub pixel performance tech.

There is also this, that the other sets suffer from...

I'm confused. If the Oculis Rift and HTC vive have higher resolution screens, why is there more screen door effect on them?

Do they both have RGB pixels as well?
 
The other sets are also described as lacking the screen door effect.

True, I just read that newer revisions have improved just now, lol.


So that is why it did not come up in a search.

I'm confused. If the Oculis Rift and HTC vive have higher resolution screens, why is there more screen door effect on them?

Do they both have RGB pixels as well?

Having 3 sub pixels per pixel improves the imagine quality to give it a crisper overall look according to the designer.

What I am wondering is if this will be proprietary only to the PS4, or will there be unofficial/official support for the PC.
 
"some of the other displays actually don’t have the full RGB for every pixel"

hilariously bad PR
"our product is the best because it works. some of the other displays actually don't work !"
 
I'm confused. If the Oculis Rift and HTC vive have higher resolution screens, why is there more screen door effect on them?

Do they both have RGB pixels as well?

Might be wrong, but the screens are pentile on the other headsets. While there is a higher resolution on those headsets you can still discern screen door if you look for it. From what I understand, apparently none of this stuff matters. When you play the games, your so engaged with them, it is just tuned out. This is true for a lot of the early VR issues on all headsets.

Should also be pointed out, no one actually knows what the Vive will end up like, since they still haven't shown off their consumer version. I'd doubt that the screen will be as good as Sony's though.
 
Really not trolling or anything, but is it? Haven't heard that as definitive statement before.
It's one of Sony's advantages above the competition. Watch any official PS VR video from this year and you see 'Full RGB' proudly displayed. Another obvious advantage is 120hz and the plug-and-play nature.
 
I'm not saying PSVR isn't sharper, but that quote doesn't sound very convincing.

"A very good job" is subjective, and while True Full RGB is great (Love it on my 65" Bravia), I'm not sure individual subpixels makes such a big difference here. But I could be wrong.
 
So are you just gonna repeat this piece of PR like it's gospel or do you have some comparisons to the Vive/Rift?

There have been teardowns, and I am sure Sony has them in their labs to know the difference in screen tech. But there is always a PR agenda with these companies huh? A designer with a doctorate just can't speak from his knowledge on the tech out there on record can he?
 
On Gaf there have been some conflicting opinions on this.

Obliterator made a great thread with direct comparisons between the 3 headsets & he said that the PSVR holds its end up against the higher res panels, but a poster who had tried the PSVR and Vive at EGX said it was really noticeable.

Misremembered. It was the right thread but this post by Sephiroth VII, sorry.

My own limited experience of DK2 was that initially it was really noticeable but within a couple of minutes of play it was a non-issue.
 
Isn't this was the Samsung galaxy s6 uses, but it's still not listed as superAMOLEDplus.

Forget marketing names. Super AMOLED was a regular square subpixel grid.

However one thing to bear in mind is that these screens are basically individual LEDs, whereas an LCD has a polarization grid that turns off individual subpixel colour filters that are fed by a white backlight.

The reason I bring this up, is due to the nature of green LEDs. I won't go into why, but green LEDs are often a lot less luminous than red or blue LEDs typically. So for an OLED pixel one might want to consider having more green than other colours. There is a contravening effect in that the human eye is more sensitive to green colours (middle of the spectrum) than blue or red (at the edges of the spectrum).

Thus to make a nice looking OLED screen one has to consider all these issues.
 
Forget marketing names. Super AMOLED was a regular square subpixel grid.

However one thing to bear in mind is that these screens are basically individual LEDs, whereas an LCD has a polarization grid that turns off individual subpixel colour filters that are fed by a white backlight.

The reason I bring this up, is due to the nature of green LEDs. I won't go into why, but green LEDs are often a lot less luminous than red or blue LEDs typically. So for an OLED pixel one might want to consider having more green than other colours. There is a contravening effect in that the human eye is more sensitive to green colours (middle of the spectrum) than blue or red (at the edges of the spectrum).

Thus to make a nice looking OLED screen one has to consider all these issues.

I thought blue was the big issue with OLEDs? Lower light intensity & they don't last as long.
 
I thought blue was the big issue with OLEDs? Lower light intensity & they don't last as long.

The problem with blue in OLED is that they degrade a lot faster than green or red. That is another factor to consider, so that green an red current densities are reduced so that the blue subpixels aren't overly stressed.

A way to reduce current density is to increase surface area vs other colours. What I don't know is specifically why the red subpixels are the same size as blue.

Of course all this theory only applies to generic OLED cases. The individual technologies may have specific ways to remedy some of the issues through manufacturing method, control algorithms in the display IC or materials science.
 
LoL that should say pentile ... Damn autocorrect

See my post below yours. Oculus won't be using pentile, though it applies similar concepts, where green is the same number of pixels, while red and blue are sub sampled.

What this means is that Oculus will actually have a lower resolution of red and blue subpixels than the PSVR. Conversely Oculus will have a much greater green subpixel resolution. The difference in layout from pentile is that the layout should reduce aliasing on diagonal edges.
 
Heh. Some people will argue that PSVR is better simply because it's "PS"... I'm still not convinced how a PS4 will be enough to deliver what requires a hefty PC for other VR headsets, but we shall see. I'll stick with the more open platforms until Sony convinces me that their "cheaper and better" solution is actually cheaper and better, but to each their own.

I just realised how horrific dead pixels will be on these things.

Just think of them as eye floaters.
 
Heh. Some people will argue that PSVR is better simply because it's "PS"... I'm still not convinced how a PS4 will be enough to deliver what requires a hefty PC for other VR headsets, but we shall see. I'll stick with the more open platforms until Sony convinces me that their "cheaper and better" solution is actually cheaper and better, but to each their own.

By running dedicated games that run well on it ? It's actually amazing when you think of the games of old generations that would be in-cre-di-ble, even with their old graphics with some tweaks, in VR, and would run easy at 120fps on PS4.

Like.. Gravity Daze, a vita game. Or let's be crazy, Shadow of Colossus ? The strength of some games in VR, based on their big scale and gameplay potential, will be way more important than running modded next gen games on pc.
Also Jumping Flash!
 
By running dedicated games that run well on it ? It's actually amazing when you think of the games of old generations that would be in-cre-di-ble, even with their old graphics with some tweaks, in VR, and would run easy at 120fps on PS4.

Like.. Gravity Daze, a vita game. Or let's be crazy, Shadow of Colossus ? The strength of some games in VR, based on their big scale and gameplay potential, will be way more important than running modded next gen games on pc.
Also Jumping Flash!

Yeah, well. Older games, sure. But that sounds more like a scapegoat than an actual advantage. I was talking about proper, native PS4 titles, not jury-rigging the back catalog...
 
Yeah, well. Older games, sure. But that sounds more like a scapegoat than an actual advantage. I was talking about proper, native PS4 titles, not jury-rigging the back catalog...

Sony has a whole bunch of dev teams working on new first-party PSVR-only titles.
 
See my post below yours. Oculus won't be using pentile, though it applies similar concepts, where green is the same number of pixels, while red and blue are sub sampled.

What this means is that Oculus will actually have a lower resolution of red and blue subpixels than the PSVR. Conversely Oculus will have a much greater green subpixel resolution. The difference in layout from pentile is that the layout should reduce aliasing on diagonal edges.

Subsampled sub-pixels?

Seriously?
By running dedicated games that run well on it ? It's actually amazing when you think of the games of old generations that would be in-cre-di-ble, even with their old graphics with some tweaks, in VR, and would run easy at 120fps on PS4.

Like.. Gravity Daze, a vita game. Or let's be crazy, Shadow of Colossus ? The strength of some games in VR, based on their big scale and gameplay potential, will be way more important than running modded next gen games on pc.
Also Jumping Flash!

Right... when so many games struggle (Many that aren't even visually good looking. Many without even proper AF) to hit even 30FPS let alone 60FPS. Or 120.
Not even the Uncharted Collection can hit 60FPS without drops. Even the first game.

Maybe if it look 1:1 the same as the PS3 original, Trilinear filtering and all you could hit 120FPS at such a resolution on the PS4.
 
Yeah, well. Older games, sure. But that sounds more like a scapegoat than an actual advantage. I was talking about proper, native PS4 titles, not jury-rigging the back catalog...
VR will require the overall graphics fidelity to be scaled back in order to maintain a stable framerate for a given hardware spec. The PC is not magic hardware in this regard.
 
Just posting it so people know the difference between Full RGB screens and Pentile screens, it's not the only metric that should be used to judge the unity of the display though.

Full RGB - Pantile
rgb-vs-pentile-amoled1.jpg


Example. image.
one-s-one-x-screens-theverge-625x380.jpg
 
VR will require the overall graphics fidelity to be scaled back in order to maintain a stable framerate for a given hardware spec. The PC is not magic hardware in this regard.

Pc is not magic, but I can bruteforce adding more compute power as needed.

Speaking of which, I really, really hope Sony would consider using more than 1 PS4 in parallel (akin to what is used for GT titles).

I'd buy a second PS4 immediately.
 
Just posting it so people know the difference between Full RGB screens and Pentile screens, it's not the only metric that should be used to judge the unity of the display though.

Quite. This is a comparison of displays of similar resolutions.
 
Heh. Some people will argue that PSVR is better simply because it's "PS"... I'm still not convinced how a PS4 will be enough to deliver what requires a hefty PC for other VR headsets, but we shall see. I'll stick with the more open platforms until Sony convinces me that their "cheaper and better" solution is actually cheaper and better, but to each their own.



Just think of them as eye floaters.

2 things...

This thread is about how PSVR's display panels overcome SDE even though it's a 1080p panel.

GearVR is a pretty decent VR experience and that runs off a mobile phone. Pretty sure a PS4 can do better, if not as good as a PC that costs twice as much.
 
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